P E R U N Bc. Richard Dobrichovský a Lightning Plug-In for the Foundry's
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Tsr6903.Mu7.Ghotmu.C
[ Official Game Accessory Gamer's Handbook of the Volume 7 Contents Arcanna ................................3 Puck .............. ....................69 Cable ........... .... ....................5 Quantum ...............................71 Calypso .................................7 Rage ..................................73 Crimson and the Raven . ..................9 Red Wolf ...............................75 Crossbones ............................ 11 Rintrah .............. ..................77 Dane, Lorna ............. ...............13 Sefton, Amanda .........................79 Doctor Spectrum ........................15 Sersi ..................................81 Force ................................. 17 Set ................. ...................83 Gambit ................................21 Shadowmasters .... ... ..................85 Ghost Rider ............................23 Sif .................. ..................87 Great Lakes Avengers ....... .............25 Skinhead ...............................89 Guardians of the Galaxy . .................27 Solo ...................................91 Hodge, Cameron ........................33 Spider-Slayers .......... ................93 Kaluu ....... ............. ..............35 Stellaris ................................99 Kid Nova ................... ............37 Stygorr ...............................10 1 Knight and Fogg .........................39 Styx and Stone .........................10 3 Madame Web ...........................41 Sundragon ................... .........10 5 Marvel Boy .............................43 -
Making a Game Character Move
Piia Brusi MAKING A GAME CHARACTER MOVE Animation and motion capture for video games Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Piia Brusi Bachelor of Culture May 2021 and Arts Thesis title 69 pages Making a game character move Animation and motion capture for video games Commissioned by South Eastern Finland University of Applied Sciences Supervisor Marko Siitonen Abstract The purpose of this thesis was to serve as an introduction and overview of video game animation; how the interactive nature of games differentiates game animation from cinematic animation, what the process of producing game animations is like, what goes into making good game animations and what animation methods and tools are available. The thesis briefly covered other game design principles most relevant to game animators: game design, character design, modelling and rigging and how they relate to game animation. The text mainly focused on animation theory and practices based on commentary and viewpoints provided by industry professionals. Additionally, the thesis described various 3D animation and motion capture systems and software in detail, including how motion capture footage is shot and processed for games. The thesis ended on a step-by-step description of the author’s motion capture cleanup project, where a jog loop was created out of raw motion capture data. As the topic of game animation is vast, the thesis could not cover topics such as facial motion capture and procedural animation in detail. Technologies such as motion matching, machine learning and range imaging were also suggested as topics worth covering in the future. -
Old Germanic Heritage in Metal Music
Lorin Renodeyn Historical Linguistics and Literature Studies Old Germanic Heritage In Metal Music A Comparative Study Of Present-day Metal Lyrics And Their Old Germanic Sources Promotor: Prof. Dr. Luc de Grauwe Vakgroep Duitse Taalkunde Preface In recent years, heathen past of Europe has been experiencing a small renaissance. Especially the Old Norse / Old Germanic neo-heathen (Ásatrú) movement has gained popularity in some circles and has even been officially accepted as a religion in Iceland and Norway among others1. In the world of music, this renaissance has led to the development of several sub-genres of metal music, the so-called ‘folk metal’, ‘Viking Metal’ and ‘Pagan Metal’ genres. Acknowledgements First and foremost I would like to thank my promoter, prof. dr. Luc de Grauwe, for allowing me to choose the subject for this dissertation and for his guidance in the researching process. Secondly I would like to thank Sofie Vanherpen for volunteering to help me with practical advice on the writing process, proof reading parts of this dissertation, and finding much needed academic sources. Furthermore, my gratitude goes out to Athelstan from Forefather and Sebas from Heidevolk for their co- operation in clarifying the subjects of songs and providing information on the sources used in the song writing of their respective bands. I also want to thank Cris of Svartsot for providing lyrics, translations, track commentaries and information on how Svartsot’s lyrics are written. Last but not least I want to offer my thanks to my family and friends who have pointed out interesting facts and supported me in more than one way during the writing of this dissertation. -
TSR6908.MHR3.Avenger
AVENGERS CAMPAIGN FRANCHISES Avengers Branch Teams hero/heroine and the sponsoring nation, Table A: UN Proposed Avengers Bases For years, the Avengers operated avengers membership for national heroes and New Members relatively autonomously, as did the has become the latest political power chip Australia: Sydney; Talisman I Fantastic Four and other superhuman involved in United Nations negotiations. China: Moscow; Collective Man teams. As the complexities of crime Some member nations, such as the Egypt: Cairo; Scarlet Scarab fighting expanded and the activities of the representatives of the former Soviet France: Paris; Peregrine Avengers expanded to meet them, the Republics and their Peoples' Protectorate, Germany: Berlin; Blitzkrieg, Hauptmann team's needs changed. Their ties with have lobbied for whole teams of powered Deutschland local law enforcement forces and the beings to be admitted as affiliated Great Britain: Paris; Spitfire, Micromax, United States government developed into Avengers' branch teams. Shamrock having direct access to U.S. governmental The most prominent proposal nearing a Israel: Tel Aviv; Sabra and military information networks. The vote is the General Assembly's desired Japan: Undecided; Sunfire Avengers' special compensations (such as establishment of an Avengers' branch Korea: Undecided; Auric, Silver domestic use of super-sonic aircraft like team for the purpose of policing areas Saudi Arabia: Undecided; Arabian Knight their Quintets) were contingent on working outside of the American continent. This Soviet Republics: Moscow; Peoples' with the U.S. National Security Council. proposal has been welcomed by all Protectorate (Perun, Phantasma, Red After a number of years of tumultuous member nations except the United States, Guardian, Vostok) and Crimson Dynamo relations with the U.S. -
Rotobot Openfx Plugin Documentation Release 1.4.0 Sam
Rotobot OpenFX Plugin Documentation Release 1.4.0 Sam Hodge May 30, 2020 Contents: 1 Frequenty Asked Questions (FAQs)1 1.1 How accurate is Rotobot?........................................1 1.2 Why is it so slow?............................................1 1.3 What is the colour space to get the best detection?...........................1 1.4 Why does my 5K image take so long?..................................2 1.5 How do I install Rotobot?........................................2 1.6 What is that glitch?............................................2 1.7 How do I install a license?........................................2 2 User Guides 3 2.1 Rotobot Segmentation..........................................3 2.2 Rotobot Instance Segmentation.....................................3 2.3 Rotobot Person..............................................3 2.3.1 Input and Output are RGB and RGBA.............................4 2.3.2 Input Colorspace........................................4 2.4 Create a mask using Rotobot Segmentation...............................4 2.5 Isolate and seperate an indivdual using Rotobot Instance Segmentation................5 2.6 Create a soft mask using Trimap.....................................5 3 System Adminstration Docs 7 3.1 Functional description..........................................7 3.1.1 Details of OpenFX Plugins...................................7 3.1.2 Caching of computation....................................8 3.1.3 Details of CUDA compatibility.................................8 3.1.3.1 CUDA Toolkit is installed -
An Overview of 3D Data Content, File Formats and Viewers
Technical Report: isda08-002 Image Spatial Data Analysis Group National Center for Supercomputing Applications 1205 W Clark, Urbana, IL 61801 An Overview of 3D Data Content, File Formats and Viewers Kenton McHenry and Peter Bajcsy National Center for Supercomputing Applications University of Illinois at Urbana-Champaign, Urbana, IL {mchenry,pbajcsy}@ncsa.uiuc.edu October 31, 2008 Abstract This report presents an overview of 3D data content, 3D file formats and 3D viewers. It attempts to enumerate the past and current file formats used for storing 3D data and several software packages for viewing 3D data. The report also provides more specific details on a subset of file formats, as well as several pointers to existing 3D data sets. This overview serves as a foundation for understanding the information loss introduced by 3D file format conversions with many of the software packages designed for viewing and converting 3D data files. 1 Introduction 3D data represents information in several applications, such as medicine, structural engineering, the automobile industry, and architecture, the military, cultural heritage, and so on [6]. There is a gamut of problems related to 3D data acquisition, representation, storage, retrieval, comparison and rendering due to the lack of standard definitions of 3D data content, data structures in memory and file formats on disk, as well as rendering implementations. We performed an overview of 3D data content, file formats and viewers in order to build a foundation for understanding the information loss introduced by 3D file format conversions with many of the software packages designed for viewing and converting 3D files. -
ROBERTS-THESIS.Pdf (933.8Kb)
The Thesis Committee for Jason Edward Roberts Certifies that this is the approved version of the following thesis: Evidence of Shamanism in Russian Folklore APPROVED BY SUPERVISING COMMITTEE: Supervisor: Thomas Jesús Garza Bella Bychkova Jordan Evidence of Shamanism in Russian Folklore by Jason Edward Roberts, B. Music; M. Music Thesis Presented to the Faculty of the Graduate School of The University of Texas at Austin in Partial Fulfillment of the Requirements for the Degree of Master of Arts The University of Texas at Austin December 2011 Acknowledgements I would like to gratefully acknowledge both Tom Garza and Bella Jordan for their support and encouragement. Their combined expertise has made this research much more fruitful than it might have been otherwise. I would also like to thank Michael Pesenson to whom I will forever be indebted for giving me the push to “study what I like” and who made time for my magicians and shamans even when he was up to his neck in sibyls. iii Abstract Evidence of Shamanism in Russian Folklore Jason Edward Roberts, MA The University of Texas at Austin, 2011 Supervisor: Thomas Jesús Garza A wealth of East Slavic folklore has been collected throughout Russia, Ukraine, and Belorussia over a period of more than a hundred years. Among the many examinations that have been conducted on the massive corpus of legends, fabulates, memorates, and charms is an attempt to gain some understanding of indigenous East Slavic religion. Unfortunately, such examination of these materials has been overwhelmingly guided by political agenda and cultural bias. As early as 1938, Yuri Sokolov suggested in his book, Russian Folklore, that some of Russia’s folk practices bore a remarkable resemblance to shamanic practices, commenting specifically on a trance like state which some women induced in themselves by means of an whirling dance. -
Industry Report Wholesale and Retail Trade and Repair of Motor Vehicles and Motorcycles 2015 BULGARIA
Industry Report Wholesale and retail trade and repair of motor vehicles and motorcycles 2015 BULGARIA seenews.com/reports This industry report is part of your subcription access to SeeNews | seenews.com/subscription CONTENTS I. KEY INDICATORS II. INTRODUCTION III. REVENUES IV. EXPENSES V. PROFITABILITY VI. EMPLOYMENT 1 SeeNews Industry Report NUMBER OF COMPANIES IN WHOLESALE AND RETAIL TRADE AND I. KEY INDICATORS REPAIR OF MOTOR VEHICLES AND MOTORCYCLES INDUSTRY BY SECTORS The Wholesale and retail trade and repair of motor vehicles SECTOR 2015 2014 2013 and motorcycles industry in Bulgaria was represented by MAINTENANCE AND REPAIR OF MOTOR 6,370 6,116 5,297 13,623 companies at the end of 2015, compared to 13,043 VEHICLES in the previous year and 11,569 in 2013. RETAIL TRADE OF MOTOR VEHICLE PARTS AND 3,471 3,491 3,184 ACCESSORIES The industry's net profit amounted to BGN 257,497,000 in SALE OF CARS AND LIGHT MOTOR VEHICLES 2,673 2,400 2,156 2015. WHOLESALE TRADE OF MOTOR VEHICLE PARTS 704 650 588 AND ACCESSORIES The industry's total revenue was BGN 7,624,394,000 in SALE OF OTHER MOTOR VEHICLES 216 212 187 2015, up by 18.23% compared to the previous year. SALE, MAINTENANCE AND REPAIR OF 189 174 157 MOTORCYCLES AND RELATED PARTS AND ACCESSORIES The combined costs of the companies in the Wholesale and retail trade and repair of motor vehicles and motorcycles industry reached BGN 7,333,595,000 in 2015, up by 18.09% year-on-year. III. REVENUES The industry's total revenue makes up 9.45% to the country's Gross domestic product (GDP) in 2015, compared The total revenue in the industry was BGN 7,624,394,000 in to 8.28% for 2014 and 7.48% in 2013. -
Guide to Graphics Software Tools
Jim x. ehen With contributions by Chunyang Chen, Nanyang Yu, Yanlin Luo, Yanling Liu and Zhigeng Pan Guide to Graphics Software Tools Second edition ~ Springer Contents Pre~ace ---------------------- - ----- - -v Chapter 1 Objects and Models 1.1 Graphics Models and Libraries ------- 1 1.2 OpenGL Programming 2 Understanding Example 1.1 3 1.3 Frame Buffer, Scan-conversion, and Clipping ----- 5 Scan-converting Lines 6 Scan-converting Circles and Other Curves 11 Scan-converting Triangles and Polygons 11 Scan-converting Characters 16 Clipping 16 1.4 Attributes and Antialiasing ------------- -17 Area Sampling 17 Antialiasing a Line with Weighted Area Sampling 18 1.5 Double-bl{tferingfor Animation - 21 1.6 Review Questions ------- - -26 X Contents 1.7 Programming Assignments - - -------- - -- 27 Chapter 2 Transformation and Viewing 2.1 Geometrie Transformation ----- 29 2.2 2D Transformation ---- - ---- - 30 20 Translation 30 20 Rotation 31 20 Scaling 32 Composition of2D Transformations 33 2.3 3D Transformation and Hidden-surjaee Removal -- - 38 3D Translation, Rotation, and Scaling 38 Transfonnation in OpenGL 40 Hidden-surface Remova! 45 Collision Oetection 46 30 Models: Cone, Cylinder, and Sphere 46 Composition of30 Transfonnations 51 2.4 Viewing ----- - 56 20 Viewing 56 30 Viewing 57 30 Clipping Against a Cube 61 Clipping Against an Arbitrary Plane 62 An Example ofViewing in OpenGL 62 2.5 Review Questions 65 2.6 Programming Assignments 67 Chapter 3 Color andLighting 3.1 Color -------- - - 69 RGß Mode and Index Mode 70 Eye Characteristics and -
Flowcaster Manual 1 Table of Contents
FlowCaster Copyright 2020-2021 Drastic Technologies Ltd. All Rights Reserved. Version: April 22nd, 2021 FlowCaster Manual 1 Table of Contents 1 Introduction.........................................................................................................................................4 2 WorkFlows..........................................................................................................................................5 2.1 Work from home/cloud/remote monitoring...................................................................................5 2.2 Production team sharing/collaboration........................................................................................5 2.3 Cloud production or capture feed................................................................................................5 2.4 IP format conversion...................................................................................................................6 2.5 Cloud to cloud.............................................................................................................................6 3 Quick Start – SRT/RTP/UDP..............................................................................................................7 4 Quick Start – RTMP..........................................................................................................................14 5 FlowCaster Configuration.................................................................................................................22 6 Adobe.............................................................................................................................................. -
Appendix a Basic Mathematics for 3D Computer Graphics
Appendix A Basic Mathematics for 3D Computer Graphics A.1 Vector Operations (),, A vector v is a represented as v1 v2 v3 , which has a length and direction. The location of a vector is actually undefined. We can consider it is parallel to the line (),, (),, from origin to a 3D point v. If we use two points A1 A2 A3 and B1 B2 B3 to (),, represent a vector AB, then AB = B1 – A1 B2 – A2 B3 – A3 , which is again parallel (),, to the line from origin to B1 – A1 B2 – A2 B3 – A3 . We can consider a vector as a ray from a starting point to an end point. However, the two points really specify a length and a direction. This vector is equivalent to any other vectors with the same length and direction. A.1.1 The Length and Direction The length of v is a scalar value as follows: 2 2 2 v = v1 ++v2 v3 . (EQ 1) 378 Appendix A The direction of the vector, which can be represented with a unit vector with length equal to one, is: ⎛⎞v1 v2 v3 normalize()v = ⎜⎟--------,,-------- -------- . (EQ 2) ⎝⎠v1 v2 v3 That is, when we normalize a vector, we find its corresponding unit vector. If we consider the vector as a point, then the vector direction is from the origin to that point. A.1.2 Addition and Subtraction (),, (),, If we have two points A1 A2 A3 and B1 B2 B3 to represent two vectors A and B, then you can consider they are vectors from the origin to the points. -
Aquarian Mythology
Aquarian Mythology A Comparative Study By John Kirk Robertson, DD Baltimore, USA 1975 ISBN 0-9543605-3-2 “Copyright: extends only as far as acknowledging the author in any reproduction of the text. Text should only be reproduced for teaching purposes or personal study and not for gain.” [NOTE: With the acknowledgement that John K. Robertson wrote the material I culled below, I present for personal study and non-profit purposes John’s interesting material. Note that the images in the original text did not transfer. Only the written text survives here…. [Bill Wrobel] PREFACE The myth has come to mean that which is "fanciful, absurd and unhistorical". Yet myths are "all grave records of ancient religious customs and events, and reliable enough as history once their language is understood and allowance has been made for errors in transcription, misunderstandings of obsolete ritual, and deliberate changes introduced for moral or political reasons." (Graves, Robert. The White Goddess. London, Faber, 1948.) The religious myths of humanity contain repeated well defined symbols such as the Great Mother and the Lame Smith. When these symbols are fitted to the precise order of the signs of the zodiac this gives the cosmological key to the mysteries of the universe or macrocosm and the human body which is the microcosm. 1 Man, as a spiritual being, is a direct recipient of the energies of the universe, which flow in through his psychic centres or chakras along the spine. Mythology gives information on esoteric psychology which goes far beyond twentieth century concepts of the nature of man.